/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayAbilitySpec.h
An activatable ability spec, hosted on the ability system component. This defines both what the ability is (what class, what level, input binding etc) and also holds runtime state that must be kept outside of the ability being instanced/activated.
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FGameplayAbilitySpec : public [FFastArraySerializerItem](API\Runtime\NetCore\Net\Serialization\FFastArraySerializerItem)
TObjectPtr<UGa...
Ability
Ability of the spec (Always the CDO. This should be const but too many things modify it currently)
FGameplayAbilit...
ActivationInfo
Activation state of this ability.
uint8
ActiveCount
A count of the number of times this ability has been activated minus the number of times it has been ended.
uint8:  1
bActivateOnce
This ability should be activated once when it is granted.
FGameplayTagCon...
DynamicAbilityTags
Optional ability tags that are replicated.
FActiveGameplay...
GameplayEffectHandle
Handle to GE that granted us (usually invalid).
TSharedPtr<FGa...
GameplayEventData
Cached GameplayEventData if this ability was pending for add and activate due to scope lock
FGameplayAbilit...
Handle
Handle for outside sources to refer to this spec by
int32
InputID
InputID, if bound
uint8: 1
InputPressed
Is input currently pressed. Set to false when input is released
int32
Level
Level of Ability
TArray<TObject...
NonReplicatedInstances
Non replicating instances of this ability.
uint8: 1
PendingRemove
Pending removal due to scope lock
uint8: 1
RemoveAfterActivation
If true, this ability should be removed as soon as it finishes executing
TArray<TObject...
ReplicatedInstances
Replicated instances of this ability..
TMap<FGameplay...
SetByCallerTagMagnitudes
Passed on SetByCaller magnitudes if this ability was granted by a GE
TWeakObjectPtr<...
SourceObject
Object this ability was created from, can be an actor or static object.